Mod: SAR-Technomagic Nature v.2.8
Description: The descriptions of the new elves and demons mention their proficiency in (dark) technomagic. This mod is an attempt to develop the elven/nature version of technomagic. Nature technomagic could be real magic, tapping into (fragments of) the cosmic powers of the Mithrilar or it could be advanced bioengineering wrapped in mystic trappings. I tried not to give a definitive answer about the nature of technomagic, so you can pick your own answer about what is technomagic in your game.
Notes:
- Author: Sarellion
- Make sure you have the Mods option enabled in the options menu.
Change Log:
- V.2.8
- Adjusted version number as part of the package.
- V.2.7
- Adjusted version number as part of the package.
- V.2.6
- Adjusted version number as part of the package.
- V.2.5
- Changed negative food income to consumption. Corrected minor errors. Upped food income from the Mystic Garden. Added food to Bountiful Forest.
- V.2.4
- Now available to the other tech trees
- V.2.3
- Adjusted version number as part of the package.
- V.2.2
- Updated for Tales of the Terran Alliance
- V.2.1
- Geomantic Nexus and Beacon now generate energy and are also food improvements. Reduced pollution of the Enrichment Plant. Buffed Blessing of Hospitality
- V.2
- Corrected arnor spice yield from Nature's Bounty to 0.5. Geo Enrichment pollution corrected. Version number changed to 2, so both mods in the package have the same version number.
- V1.5
- Adjusted base improvement preclusions to include dark technomagic as this mod would overwrite the preclusions in dark technomagic otherwise. Reduced research cost of Technomagic Studies. Living City gets +1 Maxmanufacturing. Reduced production cost of Bountiful Forest. Weather Improvs are secondary food improvements now. Uplift Plant now costs 20 control, 400 credits and grants 3 plant citizens.
- V1.4
- Changed all instances of food consumption to negative food income. Makes it easier to find and earlier versions had both, negative food income and consumption.
- V1.3
- Levelup effects of the buildable resource deposits are now working properly.
- V1.2
- Fixed a technical issue, preventing it from working properly.
- Version 1.1
- Cooldown and control costs of Create Plant lowered to 5.
- Version 1.0
- Initial release